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authorMike Krus <mike.krus@kdab.com>2021-06-15 11:32:15 +0100
committerQt Cherry-pick Bot <cherrypick_bot@qt-project.org>2021-06-21 11:20:46 +0000
commita4b5d5b3148b9285c317818412089c058bfc6d99 (patch)
tree0009960ebe19b22cd88db347df02fec8d68f79ad /tests
parentd542221f4413af3b912c8962edfbd3d175ad1934 (diff)
Change bounding update propagation
Previously, bounding computation results from the core aspect were propagated to the render aspect via the front end objects. This introduces a job watcher which gets called with the results and the render aspect can update it's backend data directly. The watcher process method is called in the thread of the core aspect job but the render aspect job will wait for that complete anyway (since it depends on the core aspect job). Change-Id: Ie59337f00025fd55fc723a7d105342e0b1e91d6c Reviewed-by: Paul Lemire <paul.lemire@kdab.com> (cherry picked from commit e378ebd0db6c06af7709498122912284852e6bc9) Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
Diffstat (limited to 'tests')
-rw-r--r--tests/manual/boundingvolumes/AnimatedEntity.qml10
1 files changed, 5 insertions, 5 deletions
diff --git a/tests/manual/boundingvolumes/AnimatedEntity.qml b/tests/manual/boundingvolumes/AnimatedEntity.qml
index e3724968e..a432c055f 100644
--- a/tests/manual/boundingvolumes/AnimatedEntity.qml
+++ b/tests/manual/boundingvolumes/AnimatedEntity.qml
@@ -49,9 +49,9 @@
****************************************************************************/
import Qt3D.Core 2.16
-import Qt3D.Render 2.15
+import Qt3D.Render 2.16
import Qt3D.Input 2.0
-import Qt3D.Extras 2.15
+import Qt3D.Extras 2.16
import QtQuick 2.0 as QQ2
@@ -100,7 +100,7 @@ Entity {
SphereMesh { radius: 4 },
PhongMaterial { diffuse: "red" },
Transform { translation: Qt.vector3d(mainAnimation.x, -9, 0) },
- BoundingVolume { view: SphereMesh { radius: 2 } }
+ BoundingVolume { view: SphereGeometryView { radius: 2 } }
]
}
@@ -110,8 +110,8 @@ Entity {
components: [
SphereMesh {
radius: 4
- view.minPoint: Qt.vector3d(-.5, -.5, -.5)
- view.maxPoint: Qt.vector3d(.5, .5, .5)
+ minPoint: Qt.vector3d(-.5, -.5, -.5)
+ maxPoint: Qt.vector3d(.5, .5, .5)
},
PhongMaterial { diffuse: "green" },
Transform { translation: Qt.vector3d(mainAnimation.x, 0 , 0) }